/*
 * Copyright (c) 2010 Mathias Garbe <code@mathias-garbe.de>
 *
 * Permission to use, copy, modify, and distribute this software for any
 * purpose with or without fee is hereby granted, provided that the above
 * copyright notice and this permission notice appear in all copies.
 *
 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
 */

#ifndef GAMEWINDOW_HPP
#define GAMEWINDOW_HPP

#include <QtGui/QMainWindow>
#include <QDialog>
#include <QApplication>
#include <QDesktopWidget>
#include <QCloseEvent>
#include <QMessageBox>
#include <QSettings>
#include <QMutex>

#include <process.h>

#include "GameInfo.hpp"

#include "ui_GameWindow.h"

#include "ThreadingVector.hpp"
#include "Packet.hpp"
#include "common.h"
#include "launcher.h"

class GameWindow;

struct ThreadArgs
{
    ThreadingVector<Packet> *incomingPackets;
    std::string gameExe;
    std::string gameArgs;
    int returnCode;
	QMutex* gameMutex;
};

class MainWindow;
class GameInfo;

class GameWindow : public QDialog
{
    Q_OBJECT

public:
    GameWindow(QWidget *parent = 0, Qt::WFlags flags = 0);
    ~GameWindow();

    void show(GameInfo *game, MainWindow *mainWin, ThreadingVector<Packet> *incomingPackets);

    bool closed;

    bool isIngame()
	{
		bool locked = gameMutex->tryLock();

		// Lock succeeded, the game is not running
		if(locked)
		{
			gameMutex->unlock();
			return false;
		}

		return true;
	}

private:
    Ui::GameWindowForm ui;

    GameInfo *game;
    ThreadArgs args;
    QAction *foo;

	QMutex* gameMutex;

    void closeEvent(QCloseEvent *event);

};

#endif
